skip to main content
article

An introductory VR course for undergraduates incorporating foundation, experience and capstone

Published: 23 February 2005 Publication History

Abstract

This paper presents the structure, pedagogy and motivation for an introductory undergraduate course in Virtual Reality. The course is offered as an elective at the 400-level, hence students taking the course are juniors and seniors who have completed a substantial portion of their Computer Science curriculum. The course incorporates multiple components of VR theory and practice, including hardware and software survey and analysis, human perception, and applications. It also contains a semester-long, hands-on development component utilizing a specific virtual reality environment. In addition, because VR is a broad, multidisciplinary field of study, the course provides an ideal environment for incorporating capstone elements that allow undergraduate students to tie together many of the computing principles learned during their undergraduate academic careers.

References

[1]
Burdea, G. and Coiffet, P. Virtual Reality Technology. John Wiley and Sons, Inc. 2003.
[2]
Computing Curricula 2001 Final Report. IEEE Computer Society Press. 2002.
[3]
The DIVE Homepage. Retrieved from http://www.sics.se/dive on September 1, 2004.
[4]
IEEE VR Panel on Teaching VR. R. Darken, moderator, IEEE Virtual Reality Conference. March 29-31, 2004. Chicago, IL.
[5]
Java 3D API. Retrieved from http://java.sun.com/products/java-media/3D/ on September 1, 2004.
[6]
NPSNET-V. Retrieved from http://www.npsnet.org/ npsnet/v/ on September 1, 2004.
[7]
Rhodus, T. and Hoskins, J. Toward a Philosophy for Capstone Courses in Horticulture. Horticulture Technology. Vol 5, No. 2, (April-June 1995) p. 175--178.
[8]
Sherman, W. and Craig, A. Understanding Virtual Reality: Interface, Application, and Design. Morgan Kaufman Publishers. 2003.
[9]
Stansfield, S., Shawver, D., Sobel, A., Prasad, M., and Tapia, L. Design and Implementation of a Virtual Reality System and Its Application to Training Medical First Responders. Presence: Teleoperators and Virtual Environments. MIT Press Journals, Vol. 9, No. 6. (Dec. 2000) p. 524--556.
[10]
VR Juggler - Open Source Virtual Reality Tools. Retrieved from http://www.vrjuggler.org on September 1, 2004.
[11]
Zeltzer, D. Autonomy, Interaction and Presence. Presence: Teleoperators and Virtual Environments, Vol. 1, No. 1. (1992) p. 127--132.

Cited By

View all
  • (2023)Introducing Virtual Reality to Undergraduate Students: A Hybrid ApproachJournal of Computing Sciences in Colleges10.5555/3606388.360639238:6(28-39)Online publication date: 1-Apr-2023
  • (2022)Overcoming challenges when teaching hands-on courses about Virtual Reality and Augmented Reality: Methods, techniques and best practiceGraphics and Visual Computing10.1016/j.gvc.2021.2000376(200037)Online publication date: Jun-2022
  • (2021)Head‐mounted display‐based virtual reality systems in engineering education: A review of recent researchComputer Applications in Engineering Education10.1002/cae.2239329:5(1420-1435)Online publication date: 13-Feb-2021
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM SIGCSE Bulletin
ACM SIGCSE Bulletin  Volume 37, Issue 1
2005
562 pages
ISSN:0097-8418
DOI:10.1145/1047124
Issue’s Table of Contents
  • cover image ACM Conferences
    SIGCSE '05: Proceedings of the 36th SIGCSE technical symposium on Computer science education
    February 2005
    610 pages
    ISBN:1581139977
    DOI:10.1145/1047344
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 February 2005
Published in SIGCSE Volume 37, Issue 1

Check for updates

Author Tags

  1. capstone
  2. course design
  3. virtual reality

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)4
  • Downloads (Last 6 weeks)0
Reflects downloads up to 07 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2023)Introducing Virtual Reality to Undergraduate Students: A Hybrid ApproachJournal of Computing Sciences in Colleges10.5555/3606388.360639238:6(28-39)Online publication date: 1-Apr-2023
  • (2022)Overcoming challenges when teaching hands-on courses about Virtual Reality and Augmented Reality: Methods, techniques and best practiceGraphics and Visual Computing10.1016/j.gvc.2021.2000376(200037)Online publication date: Jun-2022
  • (2021)Head‐mounted display‐based virtual reality systems in engineering education: A review of recent researchComputer Applications in Engineering Education10.1002/cae.2239329:5(1420-1435)Online publication date: 13-Feb-2021
  • (2019)Learners’ Technological Acceptance of VR Content Development: A Sequential 3-Part Use Case Study of Diverse Post-Secondary StudentsInternational Journal of Semantic Computing10.1142/S1793351X1940015413:03(343-366)Online publication date: 30-Sep-2019
  • (2019)Creating Virtual Reality and Augmented Reality Development in Classroom: Is it a Hype?2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)10.1109/AIVR46125.2019.00045(212-2125)Online publication date: Dec-2019
  • (2019)Development of the Multimedia Virtual Reality-Based Application for Physics Study Using the Leap Motion ControllerAugmented Reality, Virtual Reality, and Computer Graphics10.1007/978-3-030-25965-5_12(150-157)Online publication date: 24-Jun-2019
  • (2017)Teaching virtual reality with HTC vive and leap motionSIGGRAPH Asia 2017 Symposium on Education10.1145/3134368.3139221(1-8)Online publication date: 27-Nov-2017
  • (2017)Application of intuitive mixed reality interactive system to museum guide activity2017 IEEE International Conference on Consumer Electronics - Taiwan (ICCE-TW)10.1109/ICCE-China.2017.7991093(257-258)Online publication date: Jun-2017
  • (2017)SIGGRAPH Asia 2017 Symposium on EducationundefinedOnline publication date: 27-Nov-2017
  • (2013)Teaching Methodology for Virtual Reality Practical Course in Engineering EducationProcedia Computer Science10.1016/j.procs.2013.11.03125(251-260)Online publication date: 2013
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media